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September 3, 2015
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September 3, 2015
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Posted by Mike Stout on 09/02/15 01:17:00 pm in Design, Console/PC
Best practices for letting the player know what questions your enemies are asking.

Posted by Keith Burgun on 09/02/15 01:17:00 pm in Design, Production, Console/PC, Indie, Smartphone/Tablet
In this article, Keith Burgun unpacks some of the complaints surrounding game patches, and explains why, despite the annoyances, patching our games beats the alternative.

Posted by Paul Kilduff-Taylor on 09/02/15 01:17:00 pm in Audio, Design
I discuss some thoughts on music and what game design might be able to learn from it.

Posted by Jobye Karmaker on 09/01/15 01:35:00 pm in Design, Production, Art, Console/PC
Through the development of Splinter Cell: Blacklist & Far Cry 4, I realized I've developed some personal Guiding Art Principles that inform my day to day decision-making whether I'm tackling props or full environments. Thought it'd be worth sharing!

Product Positioning is one of the most important aspects of games marketing to a prospective audience, here this blog post looks at the importance of positioning in a busy marketplace and defining your products feature strengths against competitors.

Posted by Alex Fleetwood on 09/01/15 01:35:00 pm in Design, Production, Indie
It's increasingly important to create games that stand out with original mechanics and features. Designer and studio director Alex Fleetwood describes "This We Believe" - a design tool that he's used for the last five years to do just that.





Posted by Ken De Pooter on 09/03/15 01:12:00 pm in Business/Marketing, Design, Programming, Indie
CatLab Interactive designer Katia designed the QuizWitz community network and created both the website for the game and the studio. We felt it would be interesting to shed a light on her work and interests.

Posted by Matthew Codd on 09/03/15 01:12:00 pm in Design
Fake endings are a dime a dozen in video games, but with the right execution, they can be powerful and effective. Despite its age, Dragon Quest III is a fine example of this, that all game designers and writers can learn from.

Posted by Juha Vainio on 09/03/15 01:12:00 pm in Design, Production, Indie, Social/Online, Smartphone/Tablet
Epic Owl's CEO Juha Vainio writes about the meaning of Minimum Viable Products in mobile game production.

Posted by quantum potato on 09/03/15 01:12:00 pm in
Your audience of players observes a single gameboard. Winner stays. Game design thought experiment.

Devtodev lead analyst Vasiliy Sabirov describes all major methods of LTV calculation - from easiest and less exact, to the most complex and as accurate as a clock.

Posted by Naëm Baron on 09/02/15 01:17:00 pm in Programming, Console/PC
This post will explain the steps I went through to enable stereoscopic 3D in Unity3D. Specifically, quad-buffer stereoscopic 3D (QBS3D) used to perform professional grade 3D effects. This journey starts in 2011 and conclude with the latest release 5.1.3.